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Are you happy with RtR?

I do like the trebuchets-at-Machinery thing for collateral access on a different tech track, for what it's worth. I also liked crossbows next tactical considerations, but the implementation was awkward as hell.
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(August 10th, 2020, 05:45)Old Harry Wrote: Thanks guys. I've made a form to collect opinions more easily - hopefully I've included all your points. I'll leave it up for a week or two before trying to analyse anything. Should I advertise it anywhere else?

https://docs.google.com/forms/d/e/1FAIpQ...sp=sf_link

Results will be collected here:

https://docs.google.com/spreadsheets/d/1...p=drivesdk

Bump, just in case anyone missed it (particularly Scooter, Naufrager and Ichabod.)
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Will you provide a bullet point list of things to change? That will be very helpful.

Also looked at some of the comments there. Particularly interested into GKCs comment about naval combat. How exactly did naval combat/movement in Civ 3 work?
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Thanks for the poll, saved me a lot of time. I'll just post my final comment here:

Quote:Even though I think it has great potential, I vote to revert all base movement and terrain cost of water units to the vanilla system. It's a major change to the game and requires more testing and games on different maps to find an adequate solution. With the mod creator gone and us trying to find a final version I'd just go back to the devil we know.
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(August 15th, 2020, 04:53)Charriu Wrote: Will you provide a bullet point list of things to change? That will be very helpful.

Also looked at some of the comments there. Particularly interested into GKCs comment about naval combat. How exactly did naval combat/movement in Civ 3 work?

The combat system is too different in civ 3 to make meaningful comparisons, but the way naval movement worked was a bit more complicated. There were 3 kinds of tiles: coast, sea and ocean. Galleys could cross any type of tile, but had a 50% chance per turn of dying if they were in sea or ocean. Caravels has a 50% chance to die in ocean but not sea, and the later naval units can cross anything. Combine this with a movement cost of 2 on oceans (not the way it was in civ3) and you have something interesting.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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The 50% survival chance idea came from Civ 1 I think, but was terrible for balance. Entire games would turn on whose galley survived to make contact and whose didn't. Civ 4 rightly got rid of that.
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Agreed, I would not like rng added to unit movement.
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
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(August 15th, 2020, 11:45)GeneralKilCavalry Wrote:
(August 15th, 2020, 04:53)Charriu Wrote: Will you provide a bullet point list of things to change? That will be very helpful.

Also looked at some of the comments there. Particularly interested into GKCs comment about naval combat. How exactly did naval combat/movement in Civ 3 work?

The combat system is too different in civ 3 to make meaningful comparisons, but the way naval movement worked was a bit more complicated. There were 3 kinds of tiles: coast, sea and ocean. Galleys could cross any type of tile, but had a 50% chance per turn of dying if they were in sea or ocean. Caravels has a 50% chance to die in ocean but not sea, and the later naval units can cross anything. Combine this with a movement cost of 2 on oceans (not the way it was in civ3) and you have something interesting.

The 50% survivability could be done, but the third variant of water tiles is a lot of work as you would have to not only add the terrain with graphic, but also adjust all map scripts to use it.

But I agree with all the others that this solution isn't that great for all the reasons they already mentioned.
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Yeah, it's not feasible to implement.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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I've also wanted to ask the community something about events and quests in specific. After PB49 I read in a lot of spoiler threads that people don't want to play with events again. I think one of the major problems there were the quests and in specific the random assignment of quests. I'm thinking about implementing the following:
  • Split events and quests
  • Events will be handled like before
  • Quests will no longer be assigned at random, but rather everybody gets a quest as soon as they have met all other requirements of this quest
  • This of course will be a game option
  • Long term I would build a custom quest advisor to have a better overview of the current quests.
What do you think about this? Is it worth putting work into it?
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